Grymp's Way of the Wicked Campaign (Inactive)

Game Master Zahir ibn Mahmoud ibn Jothan

Cardinal Adrastus Thorn * Thiadora * Grumplejack * Silken veil * Talingarde * Lower Caverns * Main Levels

Party Loot Spreadsheet

no combat:

Combat!!

Round: 1

Malleck: UP!!
Xeram: UP!!
Meinhard:
Aleksand:
Gertrart:
Donnagin:
Mordecai:

Summary of Important Posts:
I wanted to take a quick timeout to link back to a couple important posts that have info in them that you are still working on.

First are the three large posts that describe the vast majority of the Horn

Lower Caverns

Levels 1 and 2

Much of level 3

Next is Cardinal Thorn’s post where he described the mission, which is essentially to get the Tears of Achlys from Vetra-Kali.

And then you had info on the ritual and the rebuilding of the alchemical golem.

The Ritual

The alchemical golem

Also recall the oozes that you were going to get back to.

You've still missed some rooms on level 3, although I think you've covered levels 1 and 2.


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half-orc counterfeit mage 5 assassin 5, AC 15 (ff--), F: +8, R: +13 (+15 v poison), W: +5 ! crime: defile Perception: +12 (or +14) hp 75 of 75

Not step up, just their regular attack. And they can attack me, but do they get to roll the miss chance twice? If not 4/67 & can full attack. if so 1d100 ⇒ 65 & -4/67

Gertrart lets out a scream, "Mark my location Mordecai!" Then he swings at the hound.

falchion: 1d20 + 14 ⇒ (18) + 14 = 32, dmg: 2d4 + 8 ⇒ (2, 2) + 8 = 12 plus snk: 5d6 ⇒ (3, 1, 5, 6, 3) = 18 orc ferociity

(falchion: 1d20 + 9 ⇒ (4) + 9 = 13, dmg: 2d4 + 8 ⇒ (3, 4) + 8 = 15 plus snk: 5d6 ⇒ (5, 2, 6, 3, 5) = 21 if still at positive hp)

If 32 hits:to confirm: 1d20 + 14 ⇒ (1) + 14 = 15, dmg: 2d4 + 8 ⇒ (4, 3) + 8 = 15


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

Xeram is just outside of the room to avoid attention for now.

He casually comes walking back in, and fires off a magic missile at the most injured hound.
MM: 5d4 + 5 ⇒ (4, 1, 1, 2, 3) + 5 = 16

Heck, he can teleport as far as 760 feet away, if he wanted to.


Roll20 Maps Loot

Oh right! My hounds have Blind Fight! So they roll twice!

Gertrart's first swing hits, but doesn't confirm, leaving the hound with exactly 1 hit point, which Xeram promptly wipes away with his missiles!

1 hound left, the one on Mordecai! Let's take it out and move on!

GM:

HT4: 17, Shaken, and -2 vs fear, charged Mordecai


half-orc counterfeit mage 5 assassin 5, AC 15 (ff--), F: +8, R: +13 (+15 v poison), W: +5 ! crime: defile Perception: +12 (or +14) hp 75 of 75

Next round... stabilize: 1d20 + 2 ⇒ (2) + 2 = 4


half-orc counterfeit mage 5 assassin 5, AC 15 (ff--), F: +8, R: +13 (+15 v poison), W: +5 ! crime: defile Perception: +12 (or +14) hp 75 of 75

and the round after that...
stabilize: 1d20 + 2 ⇒ (5) + 2 = 7

Sovereign Court

NE Male Human Psychic 2 | HP 13/13 | AC 10 | Fort +0, Ref +0, Will +4 | Init +0 | Perception +6 | SM +6 | 1st 6/6 |

Aleksand will stand up and concentrate for a moment. cast Thoughtsense to locate the unconscious Gertrart

Next round he will cast telepathic bond between himself and Mordecai to relay Gertrart"s position.


Roll20 Maps Loot

Alright, so let's get through this fight.

Malleck comes forward and finishes off the last hound, and Mordecai channels, which will heal Gertrart and stop his bleeding.


Roll20 Maps Loot

Alrighty then, so day breaks on day 220. A massive amount of ruckus begins at the top of the horn, cries, roars from a mighty creature, but those stop, and you start hearing cries from your men about a mighty warrior moving through the Horn, and he eventually gets to Sanctum where the ritual is performed after cleaving his way through legions of your men.

At the Sanctum, he transforms back into his true form, that of a huge silver dragon. This is Argossarian. He who slew Baron Vandermir all those weeks ago.

Argossarian has taken up a position in the Sanctum, and you lot will need to remove him if you intend to conduct the evening ritual. And by "remove him" I think we all know what that means.

I'll take a DC 23 Knowledge (arcana) check, for you to know stuff about Young Adult Silver Dragons, beyond what you may recall from the Baron's death.

Feel free to buff and make whatever plans you want to assault the Sanctum and the dragon.

As crazy as it sounds, this is NOT yet the culminating fight in this module, but we're getting close!

Oh, and again, how cool that when playing villains you get to fight some of the canonical good creatures from the Bestiary!


Roll20 Maps Loot

Pssst, Malleck, this IS a good aligned dragon!

Sovereign Court

NE Male Human Psychic 2 | HP 13/13 | AC 10 | Fort +0, Ref +0, Will +4 | Init +0 | Perception +6 | SM +6 | 1st 6/6 |

Know(Arcana): 1d20 + 11 ⇒ (17) + 11 = 28 Immunities?

Will buff with thoughtsense, and telepathic bond for all who want it. Spending the PPP if Malleck wants in

My 1st turn will be Aleksand readying to cast ID Insinuation III right before Malleks attack. Spending 4ppp to increase the DC SR: 1d20 + 9 ⇒ (16) + 9 = 25

Aleksand prepares himself for when Malleck makes a move. Using his mind he berates Argossarian's mind in order to confuse.

Id Insinuation III DC 26:
school enchantment (compulsion) [mind-affecting]; Level psychic 4
Casting
Casting Time 1 standard action
Components S
Effect
Range close (25 ft. + 5 ft./2 levels)
Target three creatures
Duration concentration + 1 round
Saving Throw Will negates; Spell Resistance yes
Description
By invading the mind of a creature with your psychic presence, you can isolate parts of its mind, preventing the target from functioning in a coherent manner. The target is confused as long as you concentrate on it plus 1 additional round. In addition, on the first 2 rounds of the effect, the targets of this spell must roll twice to determine the result of their confused condition. You select which roll is used. A successful Will save negates this effect.

If failure Argossarian will be confuse locked on Malleck as long as I concentrate +1 round


M Devil-blooded Tiefling Cleric (Fiendish Vessel) 3 / Sorcerer 1 / Mystic Theurge 6 | HP 89/89 | AC 9/9/9 | Saves F:+8 R: +2 W: +15 | CMB +5 CMD 15 | Init -1 | Perception +13(15) SM: +15(17) | Darkvision 60ft Crime: Arson

"Hmm, perhaps we should've killed this one when he was battling the baron, Any thoughts how we should approach this one? I think we should try to keep Malleck engaged with it as much as possible. And then we just prevent the pesky dragon from maneuvering around."

Pre-battle buffs: Shield, mirror image, magic circle against good. If someone knows the breath weapon type, resist energy, communal. Once the battle is about to start, Mordecai casts Blessings of Fervor (remember the extra attack)


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

We rolled for that knowledge before. I think i and Taeral passed our checks.

"Ah, i see. I will lend my arcane powers to enhance the two of you."

Xeram casts fly on Malleck, for insurance, and greater invisibility on Gertrart.
Both spells last 9 minutes.


Roll20 Maps Loot

Immune to: Acid, Cold, Paralysis, Sleep
Vulnerable: Fire

That's useful info!


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

Xeram will also GI himself.

Master plan not achieved = not wanting to risking death just yet.
He also shares all information he knows about such dragons.


Roll20 Maps Loot

Any more buffing, or planning before I roll up some Initiative and we kick this into high gear?


half-orc counterfeit mage 5 assassin 5, AC 15 (ff--), F: +8, R: +13 (+15 v poison), W: +5 ! crime: defile Perception: +12 (or +14) hp 75 of 75

Gertart pulls the homemade dagger from its hiding place. It seems like a long time since he pulled the crooked blade from a Brandescar guard's ribs. 'What a waste,' he'd thought of the blood splilling onto the floor back then. Now, with its magical enhancement, he just collect a heart nearly half the size of that guard.
Gertart smiles.

Kn (arcana): 1d20 + 9 + 1d6 ⇒ (15) + 9 + (4) = 28 in particular senses that invisibilty won't help with.


Roll20 Maps Loot

Blindsense 60'

Detect Evil/Magic might also qualify for what you asked Gertrart.


Male
VITALS:
AC: 23(31), T: 17, FF: 30; HP: 41/46 (DR 6/-); F:6 R:4, W:5 CMD 21 (29 vs BR/OR); CMB +10; Init: +1 ; Perc: +1
Fighter 7
SKILLS:
Acrobatics -11 (-15 to jump), Climb +1, Diplomacy +16, Intimidate +21, Linguistics +6, Lore (Urgathoa) +9, Profession (soldier) +11, Ride -1

pre buffs. Protection from Good. Will start battle with Smite activation. I know my frost won't work. Neither would it's frost work on me. Good thing I have an unholy weapon. Leaving Nubis out of this fight. Ready to end this creature the moment we see it

-Posted with Wayfinder


Roll20 Maps Loot

Mordecai: 1d20 - 1 ⇒ (19) - 1 = 18
Gertrart: 1d20 + 0 ⇒ (2) + 0 = 2
Malleck: 1d20 + 6 ⇒ (3) + 6 = 9
Aleksand: 1d20 + 2 ⇒ (20) + 2 = 22
Xeram: 1d20 + 2 ⇒ (11) + 2 = 13
Argossarian: 1d20 + 4 ⇒ (5) + 4 = 9

Alright, the party is up, except for Gertrart.

I'm assuming you guys are coming up the steps the usual way? Feel free to come in and attack at your leisure...


Male
VITALS:
AC: 23(31), T: 17, FF: 30; HP: 41/46 (DR 6/-); F:6 R:4, W:5 CMD 21 (29 vs BR/OR); CMB +10; Init: +1 ; Perc: +1
Fighter 7
SKILLS:
Acrobatics -11 (-15 to jump), Climb +1, Diplomacy +16, Intimidate +21, Linguistics +6, Lore (Urgathoa) +9, Profession (soldier) +11, Ride -1

so can I move close enough to take a swing at the dragon?

-Posted with Wayfinder


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

Alright, you asked for it. :)

Xeram casts exmpowered scorching ray.

Rt ray #1: 1d20 + 6 ⇒ (9) + 6 = 15 Dmg: 4d6 ⇒ (3, 6, 3, 3) = 15
+50% for 22.
Add 50% vulnerability for 33.

Rt ray #1: 1d20 + 6 ⇒ (6) + 6 = 12 Dmg: 4d6 ⇒ (6, 4, 6, 2) = 18
Add 50% for 27.
Add 50% vulnerability for 40.

Sovereign Court

NE Male Human Psychic 2 | HP 13/13 | AC 10 | Fort +0, Ref +0, Will +4 | Init +0 | Perception +6 | SM +6 | 1st 6/6 |
Aleksand wrote:

[dice=Know(Arcana)]1d20+11 Immunities?

My 1st turn will be Aleksand readying to cast ID Insinuation III right before Malleks attack. Spending 4ppp to increase the DC [dice=SR]1d20+9

Aleksand prepares himself for when Malleck makes a move. Using his mind he berates Argossarian's mind in order to confuse.

Id Insinuation III DC 24:
chool enchantment (compulsion) [mind-affecting]; Level psychic 4
Casting
Casting Time 1 standard action
Components S
Effect
Range close (25 ft. + 5 ft./2 levels)
Target three creatures
Duration concentration + 1 round
Saving Throw Will negates; Spell Resistance yes
Description
By invading the mind of a creature with your psychic presence, you can isolate parts of its mind, preventing the target from functioning in a coherent manner. The target is confused as long as you concentrate on it plus 1 additional round. In addition, on the first 2 rounds of the effect, the targets of this spell must roll twice to determine the result of their confused condition. You select which roll is used. A successful Will save negates this effect.

If successful, I will prioritize: attack itself, babble incoherently, attack nearest, act normally; in that order


half-orc counterfeit mage 5 assassin 5, AC 15 (ff--), F: +8, R: +13 (+15 v poison), W: +5 ! crime: defile Perception: +12 (or +14) hp 75 of 75
Grymp wrote:

Alright, the party is up, except for Gertrart.

Gertrart sighs at his lot in dice. ;)


Male
VITALS:
AC: 23(31), T: 17, FF: 30; HP: 41/46 (DR 6/-); F:6 R:4, W:5 CMD 21 (29 vs BR/OR); CMB +10; Init: +1 ; Perc: +1
Fighter 7
SKILLS:
Acrobatics -11 (-15 to jump), Climb +1, Diplomacy +16, Intimidate +21, Linguistics +6, Lore (Urgathoa) +9, Profession (soldier) +11, Ride -1

His weapon engulfed by blue and black flames, he lashes out at the dragon
"Your soul is forfeit" his states in a hollow voice

Smite: 1d20 + 16 + 8 ⇒ (13) + 16 + 8 = 37
Damage: 1d10 + 24 + 2d6 + 16 ⇒ (10) + 24 + (4, 2) + 16 = 56

Effects:
Smite; Prot Good; Fly

-Posted with Wayfinder


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

Go Malleck!!


Male
VITALS:
AC: 23(31), T: 17, FF: 30; HP: 41/46 (DR 6/-); F:6 R:4, W:5 CMD 21 (29 vs BR/OR); CMB +10; Init: +1 ; Perc: +1
Fighter 7
SKILLS:
Acrobatics -11 (-15 to jump), Climb +1, Diplomacy +16, Intimidate +21, Linguistics +6, Lore (Urgathoa) +9, Profession (soldier) +11, Ride -1

I try

-Posted with Wayfinder


M Devil-blooded Tiefling Cleric (Fiendish Vessel) 3 / Sorcerer 1 / Mystic Theurge 6 | HP 89/89 | AC 9/9/9 | Saves F:+8 R: +2 W: +15 | CMB +5 CMD 15 | Init -1 | Perception +13(15) SM: +15(17) | Darkvision 60ft Crime: Arson

"With Asmodeus' blessing, send this creature to Hell!"

Mordecai stays back, and casts Blessings of Fervor .

I suppose we learned enough about the Dragon to have Resist Cold on everyone...


Male
VITALS:
AC: 23(31), T: 17, FF: 30; HP: 41/46 (DR 6/-); F:6 R:4, W:5 CMD 21 (29 vs BR/OR); CMB +10; Init: +1 ; Perc: +1
Fighter 7
SKILLS:
Acrobatics -11 (-15 to jump), Climb +1, Diplomacy +16, Intimidate +21, Linguistics +6, Lore (Urgathoa) +9, Profession (soldier) +11, Ride -1

on the mortals yes =^^=

-Posted with Wayfinder


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

I shall eventually follow you there.

"We defeat it, but i will need that oversized lizard -alive-. I have great plans for it to be of use to us."

Xeram's tone gives off evil intent.


Roll20 Maps Loot

Will vs Aleksand: 1d20 + 11 ⇒ (20) + 11 = 31 SUCCESS!!!

Xeram, please roll vs SR. If you succeed, then Argossarian will take full damage (77 hit points).

Malleck’s attack hits, and does full damage.

Mordecai casts...

Ok, even if Xeram hits, Argossarian will survive.

I believe that the best move for Argossarian, who is a "fight to the death" type is to deliver to Malleck the full - "Claw, claw, bite, wing buffet, wing buffet, tail slap" attack!

If Malleck survives, then I'm confident you guys will crush him next round (provided Xeram beat the SR.

claw: 1d20 + 20 ⇒ (11) + 20 = 312d6 + 7 ⇒ (2, 1) + 7 = 10
claw: 1d20 + 20 ⇒ (8) + 20 = 282d6 + 7 ⇒ (2, 4) + 7 = 13
bite: 1d20 + 21 ⇒ (1) + 21 = 222d8 + 10 ⇒ (7, 7) + 10 = 24
wing: 1d20 + 18 ⇒ (20) + 18 = 381d8 + 3 ⇒ (8) + 3 = 11
wing: 1d20 + 18 ⇒ (11) + 18 = 291d8 + 3 ⇒ (8) + 3 = 11
tail: 1d20 + 18 ⇒ (10) + 18 = 282d6 + 10 ⇒ (5, 2) + 10 = 17

Crit confirm on wing 1

wing: 1d20 + 18 ⇒ (8) + 18 = 261d8 + 3 ⇒ (4) + 3 = 7

Bahhh, that will come nowhere near taking Malleck down!

Gertrart first, and then the rest of the party!

GM:

Argossarian: 56


Male
VITALS:
AC: 23(31), T: 17, FF: 30; HP: 41/46 (DR 6/-); F:6 R:4, W:5 CMD 21 (29 vs BR/OR); CMB +10; Init: +1 ; Perc: +1
Fighter 7
SKILLS:
Acrobatics -11 (-15 to jump), Climb +1, Diplomacy +16, Intimidate +21, Linguistics +6, Lore (Urgathoa) +9, Profession (soldier) +11, Ride -1

grand total of 1 damage

-Posted with Wayfinder


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

Wait, you have that much DR right now? Lol.

SR?: 1d20 + 9 ⇒ (6) + 9 = 15
Darn...


Roll20 Maps Loot

My stupid CR 13 Dragon has DR 5/Magic. What group of high enough level to be fighting such a creature won't be using exclusively magic weapons and spells?


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

Trivial, when compared to Malleck's dmg output. :)


M Devil-blooded Tiefling Cleric (Fiendish Vessel) 3 / Sorcerer 1 / Mystic Theurge 6 | HP 89/89 | AC 9/9/9 | Saves F:+8 R: +2 W: +15 | CMB +5 CMD 15 | Init -1 | Perception +13(15) SM: +15(17) | Darkvision 60ft Crime: Arson

I think if the dragon has DR/magic of it's own, it's attacks bypass DR/magic? Anyway, I'll wait until Malleck's full attack to see if there's a dragon any longer... :)


Male
VITALS:
AC: 23(31), T: 17, FF: 30; HP: 41/46 (DR 6/-); F:6 R:4, W:5 CMD 21 (29 vs BR/OR); CMB +10; Init: +1 ; Perc: +1
Fighter 7
SKILLS:
Acrobatics -11 (-15 to jump), Climb +1, Diplomacy +16, Intimidate +21, Linguistics +6, Lore (Urgathoa) +9, Profession (soldier) +11, Ride -1

I have DR10/magic, otherwise DR 3/-. the rest didnt hit. My AC against the dragon was 35. Will attack anyway

Malleck once again lays into the dragon with his black/blue flame engulfed weapon

Attack 1: 1d20 + 16 + 8 ⇒ (13) + 16 + 8 = 37
Attack 2: 1d20 + 11 + 8 ⇒ (12) + 11 + 8 = 31
Damage 1: 1d10 + 24 + 2d6 + 8 ⇒ (6) + 24 + (1, 2) + 8 = 41
Damage 2: 1d10 + 24 + 2d6 + 8 ⇒ (3) + 24 + (6, 6) + 8 = 47


Roll20 Maps Loot
-Mordecai- wrote:
I think if the dragon has DR/magic of it's own, it's attacks bypass DR/magic? Anyway, I'll wait until Malleck's full attack to see if there's a dragon any longer... :)

Did that rule make it to Pathfinder? I can't find it.

In this instance, since the Dragon has DR 5/magic, her attacks would count as magic, and thus negate all of Malleck's DR 10/Magic, but his 3/- would still apply.

Even if all of the Dragon's attacks hit, Malleck was going to be fine. Single creatures don't stand up well to many high level groups, and a Dragon that is scripted to be waiting for a fight seems pretty much like dead meat.

Still waiting for Gertrart's attack!


Male
VITALS:
AC: 23(31), T: 17, FF: 30; HP: 41/46 (DR 6/-); F:6 R:4, W:5 CMD 21 (29 vs BR/OR); CMB +10; Init: +1 ; Perc: +1
Fighter 7
SKILLS:
Acrobatics -11 (-15 to jump), Climb +1, Diplomacy +16, Intimidate +21, Linguistics +6, Lore (Urgathoa) +9, Profession (soldier) +11, Ride -1

okay, then he took a total of 8 damage. Wont even waste a LoH for that :P My group struggled a bit more, they didnt have Fly or a proper tank


half-orc counterfeit mage 5 assassin 5, AC 15 (ff--), F: +8, R: +13 (+15 v poison), W: +5 ! crime: defile Perception: +12 (or +14) hp 75 of 75

Dang, I thought I had made the shiv 'merciful' but I must have run out of money. Oh well next level then. :)

Gertrart moves as silently as he can to reach the dragon's non-malleck side.* The thick black leather weighs heavy in his hand and he swings it happily.

Stealth: 1d20 + 13 + 2 ⇒ (15) + 13 + 2 = 30
sap: 1d20 + 11 ⇒ (17) + 11 = 28, non-lethal dmg: 1d6 + 5 ⇒ (6) + 5 = 11 plus snk: 5d6 ⇒ (1, 1, 3, 6, 5) = 16 (+2 from fervor), *flavor not tactical

Sovereign Court

NE Male Human Psychic 2 | HP 13/13 | AC 10 | Fort +0, Ref +0, Will +4 | Init +0 | Perception +6 | SM +6 | 1st 6/6 |

Aleks will pull out his Collar of Obedience and cast Suggestion (DC 22)

"Ally with me."

SR: 1d20 + 9 ⇒ (16) + 9 = 25


Roll20 Maps Loot

Gertrart softens the creature up with the sap, and then Malleck puts it down.

And with the nonlethal damage Gertrart added, the creature survives.

It is unconscious, so what is the plan with it?

GM:

144 (22NL)


half-orc counterfeit mage 5 assassin 5, AC 15 (ff--), F: +8, R: +13 (+15 v poison), W: +5 ! crime: defile Perception: +12 (or +14) hp 75 of 75

"I need two things from this dragon," Gertrart says. "First. It's unguarded hoard must have lots of nice weapons. Second, it needs to be from the bloodline of the victor."

But some silvery gloves wouldn't go amiss, now would they.


M Devil-blooded Tiefling Cleric (Fiendish Vessel) 3 / Sorcerer 1 / Mystic Theurge 6 | HP 89/89 | AC 9/9/9 | Saves F:+8 R: +2 W: +15 | CMB +5 CMD 15 | Init -1 | Perception +13(15) SM: +15(17) | Darkvision 60ft Crime: Arson

Remember you can get extra attack from Blessings of Fervor

Sovereign Court

NE Male Human Psychic 2 | HP 13/13 | AC 10 | Fort +0, Ref +0, Will +4 | Init +0 | Perception +6 | SM +6 | 1st 6/6 |

Unless objections; Aleks will put the collar of obedience on it and use Dream Leech ability.

Collar of Obedience:
This collar of bright red leather bears a small golden pendant and makes the wearer much more biddable and compliant. The wearer takes a –4 penalty on saving throws against mind-affecting effects used by the creature that placed the collar on it, and that creature gains a +4 bonus on Handle Animal checks to train or push the wearer. Any other creatures take a –4 penalty on Handle Animal checks against the wearer, and the wearer gains a +2 resistance bonus on saving throws against their mind-affecting effects.

A collar of obedience can be placed on any Small, Medium, or Large creature. Placing a collar of obedience on a creature is a full-round action that requires a successful grapple maneuver. Removing the collar is also a full-round action, and the creature removing it must have precise digits capable of working the locking mechanism. A creature made helpful with wild empathy does not resist having the collar equipped or removed.

Dream Leech(Su) DC 22:
While adjacent to a sleeping or unconscious creature, you can take a swift action to siphon that creature’s dreams, thereby learning new things about your own mind. The creature can attempt a Will save to negate this effect; such creatures are never considered willing. Creatures that don’t dream are immune to this effect. If the subject fails the save, you gain a +4 bonus on your next Bluff, Diplomacy, or Intimidate check against the subject within the next 24 hours, and you regain 1 point in your phrenic pool. You can use this ability a number of times per day equal to your Charisma modifier, but no more than once per hour and no more than once per creature per day.

After that Aleks will cast Suggestion and boost the DC with ppp to 24.

"Do not cause anything to happen to this collar, ever."
SR: 1d20 + 9 ⇒ (16) + 9 = 25


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

Aleksand, this is a huge sized dragon. The collar won't fit.

Xeram steps forward towards the dragon.

"A dragon soul is worth so much more than a mere peasant's soul.
For my transcendance, this dragon must be sacrificed."

GM, can we do this outside, before it wakes up?
I mean, huge sized is a bit heavy.


Roll20 Maps Loot

Well, the sanctum is sort of "outside" as it has an open balcony.

Somewhere around here there is a minotaur, and lots of other mooks. Even so, huge is HUGE. Not easy to move.

Anyone have ant haul prepared?

So, do I understand that Aleksand can't accomplish the evil things he wants because of the size then, so we don't have a conflict of plans?

@Gertrart - Not evenPrince Humperdinck could back track Argossarian's lair at this point! As for an heir of the Victor, nope, he is not such.


Male
VITALS:
AC: 23(31), T: 17, FF: 30; HP: 41/46 (DR 6/-); F:6 R:4, W:5 CMD 21 (29 vs BR/OR); CMB +10; Init: +1 ; Perc: +1
Fighter 7
SKILLS:
Acrobatics -11 (-15 to jump), Climb +1, Diplomacy +16, Intimidate +21, Linguistics +6, Lore (Urgathoa) +9, Profession (soldier) +11, Ride -1

Reincarnate then go offer him?

-Posted with Wayfinder

Sovereign Court

NE Male Human Psychic 2 | HP 13/13 | AC 10 | Fort +0, Ref +0, Will +4 | Init +0 | Perception +6 | SM +6 | 1st 6/6 |

No worries. There will be easier minions.


Roll20 Maps Loot

@Xeram - how long will your ritual take? Killing the dragon, undeadifying it? Break it down by each step, so we know what's done when the next encounter kicks off, which is likely in the very near future.


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

Ah phooey....according to lich template, i have to be CL 11.
It also says the process is up to GM discretion.
It seems i am at the GM's mercy on this.
---------------------
Otherwise the steps:

- Killing the dragon, time table is up to the GM. [Insert evil ceremony]
- The turning it into an undead minion is much quicker, a single cast from a scroll of animate dead, and 34 HD worth in special obsidian pieces.

And of course, i reckon probably a craft check.
...and much to my disappointment after checking, i will need to put ranks in it.
-If- we lvl, i can do so.

I would put all 5 ranks into craft wondrous item.
(Our Faustus crafter is gone after all)
After which the check is Craft wondrous item, DC 25?: 1d20 + 10 ⇒ (15) + 10 = 25

I guess i would be, like Malleck earlier, out cold for a little time during a day, i reckon.

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